Mega Man X2

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Mega Man X2 - Page 3 Empty Mega Man X2






Patch (v10, sd2snes resume fixed):
Code:
https://mega.nz/file/oz5miKLL#zi4PmVdj-KCgBWmZmmXccHgGitivxuXm_SuNhPI9x1I
v8: support for Dr. Light Theme
v9, music resumes after Dr. Light spoke

Dr. Light Theme collection by Jud6Ment:
Code:
https://mega.nz/file/zbgTQQaY#FXw0t3bZyE1RkMHNEC-EnLAtb1jQl6j2pb-hmFTkfKU
(just add theme 91 from the X2 version to the pcm set you can download below).

PCMs:
Mega Man X2 (-21dB):
Code:
http://www.mediafire.com/?7202mti9lx8bodr

Krzysztof Slowikowski 2019 Remastered Version by JUD6MENT (v2: included Dr.Light Theme):
Code:
https://mega.nz/file/yy52DKoa#3vhC4SffI_KeFtcOo-4RdK90Hw2uOFsgmXLIQ6Ukf04
YouTube Preview

TheLegendOfRenegade Genesis PCM's by Relikk:
Code:
https://1drv.ms/u/s!Ahue7izQZmouwncfUcZF7dB9HrDg

Mega Man X2 MSU-1 2019 Alt Version by R1ggles
Code:
https://app.box.com/s/en54e8v8a80urdi4b12nwrdc59bhy8cq


Last edited by Conn on Wed 22 Jul 2020 - 17:34; edited 34 times in total
Conn
Conn

Mega Man X2 - Page 3 Image212

Since : 2013-06-30

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Mega Man X2 :: Comments

Nicholas

Post on Sun 12 Jul 2020 - 11:45 by Nicholas

For whatever it's worth and anybody looking into it in the future. The Her-Saki translation does indeed work with MSU-1. MSU-1 audio was playing for me during the crash when I tested it.

I think that the text engine they are using is what causes the crash. So it's probably a X1 similar type of deal. It's too bad that we don't have the source code for this one like when pev did X1. Sad

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Conn

Post on Sun 12 Jul 2020 - 14:09 by Conn

Best of luck with finding somebody who makes hersaki x2 compatible. One user here already died while waiting for his paladin quest request fulfilled Disgust

It's mainly pev and me left from the maintenance coding side and we both are overloaded and retired. I still fix bugs but... Yeah it's too much work maintaining all stuff already for mainly 2 people. So sorry that we stopped/simply cannot fulfill all requests Sad

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Nicholas

Post on Mon 13 Jul 2020 - 18:25 by Nicholas

I got a reply from them on the Github. Modifications will be made soon so the address that conflicts with the MSU-1 hook will be elsewhere.

A translation patch for X3 seems to be in the works too. Thank god. X3 is the worst localized of the SNES trilogy.

I plan on doing a playthrough for all possible text scenarios with Zero’s parts to make sure there are no bugs.

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Conn

Post on Mon 13 Jul 2020 - 18:36 by Conn

Yes, I read the git response, that's nice Smile hex editing all links without source is a misery. I checked the code, this is the only overlap so after her-saki remapped I expect it to work.
(He just shouldn't move it to 0x47db0-0x47e80 (in this area is a second part of the msu code Wink )
X3 probably will have the same problem, the free space darkshock put the code is much alike. But things come when they come Wink

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Nicholas

Post on Mon 13 Jul 2020 - 19:24 by Nicholas

Thank you for the insight on Github. There’s a lot of things I don’t know that you would.

It’s going to be nice knowing I can have the best possible experience to play this game now.

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Nicholas

Post on Tue 14 Jul 2020 - 17:47 by Nicholas

https://github.com/Her-Saki/Rockmania_X2/issues/1#issuecomment-658427186

I personally don't think you should combine both patches together like X1. It should just be optional. I have a feeling updates could come for the X2 translation. Though, I'm sure it doesn't matter really if both work together fine. I don't think he'll mistakenly use the same MSU-1 hook later on if he knows not to now.

It was nice that the github was there and he responded to the issue. X1 was a disaster with the way the scripting is programmed with that game and it was hard to contact him before. It's nice to see that everything works fine and we don't need the source code.

The only thing I have an opinion about the MSU-1 in the sense of it being true to the original version of the game is the way the staff roll happens. It doesn't fade out at all on the actual game. It just plays before the Capcom Logo Thank you for Playing message. This is the only other suggestion I have that could make this anymore better than the current MSU-1 patch is. I know this is a problem to do without the source code. Forgive me. Just suggesting if we want to make things better/perfect in terms of accuracy's sake.

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Conn

Post on Tue 14 Jul 2020 - 19:04 by Conn

That's great Very Happy
I put the patch by Her-Saki into a new subfolder in the msu patch folder

https://mega.nz/file/oz5miKLL#zi4PmVdj-KCgBWmZmmXccHgGitivxuXm_SuNhPI9x1I

Because I do not know whether romhacking.net patch is updated as well (such things easily can leaad to confusion). But I did not merge them. People can patch themselves.


The only thing I have an opinion about the MSU-1 in the sense of it being true to the original version of the game is the way the staff roll happens. It doesn't fade out at all on the actual game. It just plays before the Capcom Logo Thank you for Playing message. This is the only other suggestion I have that could make this anymore better than the current MSU-1 patch is. I know this is a problem to do without the source code. Forgive me. Just suggesting if we want to make things better/perfect in terms of accuracy's sake.
It would be easy to set this track to no-loop, but then the problem is that all 4 pcm sets need that ending theme adjusted  to fade out. Means not only the patch, but all pcm sets need to be rehosted with the credit theme made to end instead of a loop point.
That is a bit too much effort imo, though I am open for it if the pcm artists (Jud6ment, relikk, R1ggles and the unknown author of the first pack - guess it is DarkSock's set) think that is necessary too.

Edit:
Maybe I am misunderstanding anything, but here's a complete msu playthrough by DS:
https://youtu.be/ePaZgHMAC4w?t=5365
At 1:29:30 you have a clear fade-out...

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Nicholas

Post on Tue 14 Jul 2020 - 19:28 by Nicholas

Thanks for the tip. I’ll extend my own PCM set that I use and remove the loop bytes and extend it a little more exclusively for the Staff Roll for the next time I play if it’s not a patch problem.

The fade out always happened with the original DS patch.

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Conn

Post on Tue 14 Jul 2020 - 19:38 by Conn

Sorry I don't get you. What is in the msu1 play not similar to the spc version?
https://youtu.be/ePaZgHMAC4w?t=5365

I played it myself and it fades out before the capcom thing (Jud6ment set and megaman x2 (not rockman). All looks similar to the spc version.

Last edited by Conn on Tue 14 Jul 2020 - 19:40; edited 1 time in total

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Nicholas

Post on Tue 14 Jul 2020 - 19:39 by Nicholas

Sorry. The music never fades out on the SPC version.

https://youtu.be/Aoesyy3cbtQ

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Conn

Post on Tue 14 Jul 2020 - 19:44 by Conn

Ah:
https://www.youtube.com/watch?v=IURT8bhpm2I
yes. You need to check the staff-roll pcm:s whether they end or not. It looks like they end. In this case you only need to set the non-loop to loop

If you have bad luck there is a ingame command to fade out.

Anyways... this... is really... incredible small. I go to sleep now Wink
Much luck.

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Nicholas

Post on Tue 14 Jul 2020 - 20:49 by Nicholas

https://mega.nz/file/nOpXgR4T#EKQhP9cYJ47yvGl5NJ3r8uX0yA339VhJKA2QfBQo_7k

This PCM should fix the track that Jud6ment did in his set, and I strongly advise you to put it in the set for accuracy purposes to the original game. It loops. DarkShock made the same mistake in his release back then. The only two things I did was put in the precise loop that seemed right to me after calculating a good loop like I did with my MM7 and MMII GB sets. Slipped it in through hex editing, and pruned the excess audio off. The audio itself was not altered by any means. I slipped this point in the original Krzysztof Słowikowski BandCamp files and it seems to be working good.

I don't think I'll fix the others since most people favor the Krzysztof releases. Glad to know it wasn't a patch problem.

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JUD6MENT

Post on Tue 14 Jul 2020 - 21:02 by JUD6MENT

I will take a look at my PCM set tonight and check it out. Thanks for the heads up.

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Nicholas

Post on Tue 14 Jul 2020 - 21:09 by Nicholas

No problem. You wanted to release it quick because it just came out and it's understandable. Really happy somebody wanted to do it at the time too.

145940 < This was the loop point that I used in sample format if it helps for your purposes.

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Conn

Post on Wed 15 Jul 2020 - 5:48 by Conn

The fading out is part of track 31 and this track is set to no-loop in the asm.

This you can do:
- simply make the track 31 run longer. It's 2:05 and if it runs e.g., 2:15 it automatically breaks after the credit roll

It is not necessary to set it to loop in the asm then, but if you want to do that:
0x7ed9: f0 03 -> ea ea

I must confess however that I would favour the fade-out, though "not-original". But making the pcm-31 longer (2:15 or so) for those prefering the original way is a good compromise, since it does not require re-editing the asm.

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Nicholas

Post on Wed 15 Jul 2020 - 8:17 by Nicholas

Thank you for examining the asm further for me. I made the edit for my patched games. It makes me understand how an MSU-1 patch works more with you posting that address of how things work. Looks like you can set the other tracks to loop or not loop around it too. Notice EAEA a lot near the beginning near where the MSU-1 patch happens.

I agree. It seemed nice and more seamless with the Krzysztof V1 version (DS) fade out. Maybe you can make it a choice if the track becomes longer? I'm personally gonna have to go with accuracy with the original game after so long. With my personal PCM sets I use on my SD2SNES Pro, I'll probably end up leaving the Krzysztof V1 pack alone so long as it ends at the right spot. Maybe DarkShock thought it was a good idea when he was making his set.

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Conn

Post on Wed 15 Jul 2020 - 11:25 by Conn

I cannot make it longer, I never touched any pcm

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JUD6MENT

Post on Thu 16 Jul 2020 - 19:30 by JUD6MENT

I plan to make an extended track 31 for my set sometime soon. It would not be hard, i have just been taking a small break from MSU-1 but i will hop on and do at least on my day off saturday, maybe sooner.

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Conn

Post on Thu 16 Jul 2020 - 19:48 by Conn

@nicholas, I was a little stressed that day and misread your message. You are right, a choice is best: I think the best way is to provide a track-31 fade and a track-31 with extended length, in the same set: the default is then the track-31 while the alternative is labelled track-31_fade|extended. So people can simply rename the alternative track in case they prefer it more. But really this is so little Very Happy

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JUD6MENT

Post on Thu 16 Jul 2020 - 19:50 by JUD6MENT

Oh i misread it too conn, that is a good idea. I will update my pack like that, especially since fade is already made

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Nicholas

Post on Thu 16 Jul 2020 - 19:57 by Nicholas

Conn wrote:@nicholas, I was a little stressed that day and misread your message. You are right, a choice is best: I think the best way is to provide a track-31 fade and a track-31 with extended length, in the same set: the default is then the track-31 while the alternative is labelled track-31_fade|extended. So people can simply rename the alternative track in case they prefer it more. But really this is so little Very Happy
So long as I can always set the BGM to loop in future MSU-1 patches. I think I’m in good shape. Thank you for that Conn.

I think I’m pretty much satisfied with X2 now with the Her-Saki patch working and I have the Staff Roll the way I want it to how the original game was. I’m very interested on how the Her-Saki X3 patch will be and have my eyes set on that. I also have some other MSU-1 sets in mind that I want to do.

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JUD6MENT

Post on Wed 22 Jul 2020 - 17:31 by JUD6MENT

Ok, I got the track 31 done that is extended. It fades out but it is plenty long to fill the whole credit scene.

Krzysztof Slowikowski 2019 Remastered Version by JUD6MENT (v2: included Dr.Light Theme):
https://mega.nz/file/yy52DKoa#3vhC4SffI_KeFtcOo-4RdK90Hw2uOFsgmXLIQ6Ukf04

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Conn

Post on Wed 22 Jul 2020 - 17:34 by Conn

already updated first post Very Happy

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